(ad567dea) v0.9.7.1

This commit is contained in:
Juan Pablo Arce
2020-03-04 19:54:29 -03:00
parent 3c09ebe02f
commit 3e99a49383
212 changed files with 1970 additions and 3265 deletions
@@ -30,28 +30,21 @@ namespace Barotrauma
{
// TODO: priority list?
// Ignore items that are being repaired by someone else.
if (Item.Repairables.Any(r => r.CurrentFixer != null && r.CurrentFixer != character))
if (Item.Repairables.Any(r => r.CurrentFixer != null && r.CurrentFixer != character)) { return 0; }
float yDist = Math.Abs(character.WorldPosition.Y - Item.WorldPosition.Y);
yDist = yDist > 100 ? yDist * 5 : 0;
float dist = Math.Abs(character.WorldPosition.X - Item.WorldPosition.X) + yDist;
float distanceFactor = MathHelper.Lerp(1, 0.25f, MathUtils.InverseLerp(0, 5000, dist));
if (Item.CurrentHull == character.CurrentHull)
{
Priority = 0;
distanceFactor = 1;
}
else
{
float yDist = Math.Abs(character.WorldPosition.Y - Item.WorldPosition.Y);
yDist = yDist > 100 ? yDist * 5 : 0;
float dist = Math.Abs(character.WorldPosition.X - Item.WorldPosition.X) + yDist;
float distanceFactor = MathHelper.Lerp(1, 0.25f, MathUtils.InverseLerp(0, 5000, dist));
if (Item.CurrentHull == character.CurrentHull)
{
distanceFactor = 1;
}
float damagePriority = MathHelper.Lerp(1, 0, Item.Condition / Item.MaxCondition);
float successFactor = MathHelper.Lerp(0, 1, Item.Repairables.Average(r => r.DegreeOfSuccess(character)));
float isSelected = IsRepairing ? 50 : 0;
float devotion = (CumulatedDevotion + isSelected) / 100;
float max = MathHelper.Min(AIObjectiveManager.OrderPriority - 1, 90);
Priority = MathHelper.Lerp(0, max, MathHelper.Clamp(devotion + (damagePriority * distanceFactor * successFactor * PriorityModifier), 0, 1));
}
return Priority;
float damagePriority = MathHelper.Lerp(1, 0, Item.Condition / Item.MaxCondition);
float successFactor = MathHelper.Lerp(0, 1, Item.Repairables.Average(r => r.DegreeOfSuccess(character)));
float isSelected = IsRepairing ? 50 : 0;
float devotion = (Math.Min(Priority, 10) + isSelected) / 100;
float max = MathHelper.Min(AIObjectiveManager.OrderPriority - 1, 90);
return MathHelper.Lerp(0, max, MathHelper.Clamp(devotion + damagePriority * distanceFactor * successFactor * PriorityModifier, 0, 1));
}
protected override bool Check()
@@ -165,7 +158,7 @@ namespace Barotrauma
}
repairable.StopRepairing(character);
}
else if (repairable.CurrentFixer != character)
else
{
repairable.StartRepairing(character, Repairable.FixActions.Repair);
}